#include "pas_b400_general.ltx"

[logic@pas_b400_zulus_downstairs]
active = walker@zulus_downstairs_1 
suitable = {=check_npc_name(pas_b400_zulus) -pas_b400_downstairs_done} true
prior = 200
on_hit = hit@zulus
on_death = death@zulus
post_combat_time = 0,0

[walker@zulus_downstairs_1]:walker@zulus_def
path_walk = zulus_1_walk
path_look = 1_look
out_restr = pas_b400_sr_downstairs_2



[logic@pas_b400_vano_downstairs]
active = walker@vano_downstairs_1 
suitable = {=check_npc_name(pas_b400_vano) -pas_b400_downstairs_done} true
prior = 200
on_hit = hit@vano
on_death = death@vano
post_combat_time = 0,0

[walker@vano_downstairs_1]:walker@vano_def
path_walk = vano_1_walk
path_look = 1_look
out_restr = pas_b400_sr_downstairs_2



[logic@pas_b400_sokolov_downstairs]
active = walker@sokolov_downstairs_1 
suitable = {=check_npc_name(pas_b400_sokolov) -pas_b400_downstairs_done} true
prior = 200
on_hit = hit@sokolov
on_death = death@sokolov
post_combat_time = 0,0

[walker@sokolov_downstairs_1]:walker@sokolov_def
path_walk = sokolov_1_walk
path_look = 1_look
on_info = {+pas_b400_downstairs_door_opened} %=play_sound(pas_b400_sokolov_about_train_1)%
out_restr = pas_b400_sr_downstairs_2



[logic@pas_b400_wanderer_downstairs]
active = walker@wanderer_downstairs_1 
suitable = {=check_npc_name(pas_b400_wanderer) -pas_b400_downstairs_done} true
prior = 200
on_hit = hit@wanderer
on_death = death@wanderer
post_combat_time = 0,0

[walker@wanderer_downstairs_1]:walker@wanderer_def
path_walk = wanderer_1_walk
path_look = 1_look
out_restr = pas_b400_sr_downstairs_2
